(83868bb0e) Refactor AIObjectiveExtinguishFires to use the AIObjectiveLoop class. Significant refactoring of the other looping objectives. Reduce the duplicate code.
This commit is contained in:
@@ -190,6 +190,8 @@ namespace Barotrauma
|
||||
|
||||
public bool IgnoreLayoutGroups;
|
||||
|
||||
public bool IgnoreLayoutGroups;
|
||||
|
||||
public virtual ScalableFont Font
|
||||
{
|
||||
get;
|
||||
|
||||
@@ -221,6 +221,12 @@ namespace Barotrauma
|
||||
Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
|
||||
Tag = tag;
|
||||
|
||||
InnerFrame = new GUIFrame(new RectTransform(new Point(width, height), RectTransform, Anchor.Center) { IsFixedSize = false }, style: null);
|
||||
GUI.Style.Apply(InnerFrame, "", this);
|
||||
|
||||
Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
|
||||
Tag = tag;
|
||||
|
||||
if (height == 0)
|
||||
{
|
||||
string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);
|
||||
|
||||
@@ -98,56 +98,14 @@ namespace Barotrauma
|
||||
CanBeFocused = false
|
||||
};
|
||||
|
||||
scrollButtonUp = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.TopLeft, Pivot.TopLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
|
||||
{
|
||||
Visible = false,
|
||||
UserData = -1,
|
||||
OnClicked = ScrollCharacterList
|
||||
};
|
||||
scrollButtonDown = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.BottomLeft, Pivot.BottomLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
|
||||
{
|
||||
Visible = false,
|
||||
UserData = 1,
|
||||
OnClicked = ScrollCharacterList
|
||||
};
|
||||
scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically);
|
||||
|
||||
if (isSinglePlayer)
|
||||
{
|
||||
ChatBox = new ChatBox(guiFrame, isSinglePlayer: true)
|
||||
var characterInfo = new CharacterInfo(subElement);
|
||||
characterInfos.Add(characterInfo);
|
||||
foreach (XElement invElement in subElement.Elements())
|
||||
{
|
||||
OnEnterMessage = (textbox, text) =>
|
||||
{
|
||||
if (Character.Controlled?.Info == null)
|
||||
{
|
||||
textbox.Deselect();
|
||||
textbox.Text = "";
|
||||
return true;
|
||||
}
|
||||
|
||||
textbox.TextColor = ChatMessage.MessageColor[(int)ChatMessageType.Default];
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(text))
|
||||
{
|
||||
string msgCommand = ChatMessage.GetChatMessageCommand(text, out string msg);
|
||||
AddSinglePlayerChatMessage(
|
||||
Character.Controlled.Info.Name,
|
||||
msg,
|
||||
((msgCommand == "r" || msgCommand == "radio") && ChatMessage.CanUseRadio(Character.Controlled)) ? ChatMessageType.Radio : ChatMessageType.Default,
|
||||
Character.Controlled);
|
||||
var headset = GetHeadset(Character.Controlled, true);
|
||||
if (headset != null && headset.CanTransmit())
|
||||
{
|
||||
headset.TransmitSignal(stepsTaken: 0, signal: msg, source: headset.Item, sender: Character.Controlled, sendToChat: false);
|
||||
}
|
||||
}
|
||||
textbox.Deselect();
|
||||
textbox.Text = "";
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
ChatBox.InputBox.OnTextChanged += ChatBox.TypingChatMessage;
|
||||
if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue;
|
||||
characterInfo.InventoryData = invElement;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
|
||||
@@ -159,14 +117,39 @@ namespace Barotrauma
|
||||
CanBeFocused = false
|
||||
};
|
||||
|
||||
var characterInfo = new CharacterInfo(subElement);
|
||||
characterInfos.Add(characterInfo);
|
||||
foreach (XElement invElement in subElement.Elements())
|
||||
//report buttons
|
||||
foreach (Order order in reports)
|
||||
{
|
||||
if (!order.TargetAllCharacters || order.SymbolSprite == null) continue;
|
||||
var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null)
|
||||
{
|
||||
if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue;
|
||||
characterInfo.InventoryData = invElement;
|
||||
break;
|
||||
}
|
||||
OnClicked = (GUIButton button, object userData) =>
|
||||
{
|
||||
if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
|
||||
SetCharacterOrder(null, order, null, Character.Controlled);
|
||||
HumanAIController.PropagateHullSafety(Character.Controlled, Character.Controlled.CurrentHull);
|
||||
return true;
|
||||
},
|
||||
UserData = order,
|
||||
ToolTip = order.Name
|
||||
};
|
||||
|
||||
new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
|
||||
{
|
||||
Color = Color.Red * 0.8f,
|
||||
HoverColor = Color.Red * 1.0f,
|
||||
PressedColor = Color.Red * 0.6f,
|
||||
UserData = "highlighted",
|
||||
CanBeFocused = false,
|
||||
Visible = false
|
||||
};
|
||||
|
||||
var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true)
|
||||
{
|
||||
Color = order.Color,
|
||||
HoverColor = Color.Lerp(order.Color, Color.White, 0.5f),
|
||||
ToolTip = order.Name
|
||||
};
|
||||
}
|
||||
|
||||
screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
|
||||
@@ -1136,6 +1136,33 @@ namespace Barotrauma
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
|
||||
|
||||
@@ -1108,6 +1108,8 @@ namespace Barotrauma
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
//goes through all the AItargets, evaluates how preferable it is to attack the target,
|
||||
//whether the Character can see/hear the target and chooses the most preferable target within
|
||||
//sight/hearing range
|
||||
|
||||
@@ -464,7 +464,7 @@ namespace Barotrauma
|
||||
// Even the smallest fire reduces the safety by 50%
|
||||
float fire = hull.FireSources.Count * 0.5f + hull.FireSources.Sum(fs => fs.DamageRange) / hull.Size.X;
|
||||
float fireFactor = ignoreFire ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
|
||||
int enemyCount = Character.CharacterList.Count(e =>
|
||||
int enemyCount = Character.CharacterList.Count(e =>
|
||||
e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious &&
|
||||
(e.AIController is EnemyAIController || (e.TeamID != character.TeamID && character.TeamID != Character.TeamType.FriendlyNPC && e.TeamID != Character.TeamType.FriendlyNPC)));
|
||||
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
|
||||
|
||||
@@ -22,37 +22,29 @@ namespace Barotrauma
|
||||
|
||||
protected override void FindTargets()
|
||||
{
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.Prefab.Identifier != "battery" && !item.HasTag("battery")) { continue; }
|
||||
if (item.Submarine == null) { continue; }
|
||||
if (item.Submarine.TeamID != character.TeamID) { continue; }
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
|
||||
var battery = item.GetComponent<PowerContainer>();
|
||||
if (battery != null)
|
||||
{
|
||||
if (!ignoreList.Contains(battery))
|
||||
{
|
||||
if (!targets.Contains(battery))
|
||||
{
|
||||
targets.Add(battery);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
base.FindTargets();
|
||||
if (targets.None())
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogNoBatteries"), null, 4.0f, "nobatteries", 10.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
targets.Sort((x, y) => x.ChargePercentage.CompareTo(y.ChargePercentage));
|
||||
// Sorting should be handled by the objective manager, because the targets should be subobjectives.
|
||||
//targets.Sort((x, y) => x.ChargePercentage.CompareTo(y.ChargePercentage));
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool Filter(PowerContainer battery) => true;
|
||||
protected override bool Filter(PowerContainer battery)
|
||||
{
|
||||
var item = battery.Item;
|
||||
if (item.Submarine == null) { return false; }
|
||||
if (item.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override float TargetEvaluation() => targets.Max(t => 100 - t.ChargePercentage);
|
||||
protected override IEnumerable<PowerContainer> GetList() => batteryList;
|
||||
protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, Option, false) { IsLoop = true };
|
||||
protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, Option, false, priorityModifier: PriorityModifier) { IsLoop = true };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,9 +31,10 @@ namespace Barotrauma
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
|
||||
float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y) * 2.0f;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 10000, dist));
|
||||
float severityFactor = MathHelper.Lerp(0, 1, MathHelper.Clamp(targetHull.FireSources.Sum(fs => fs.Size.X) / targetHull.Size.X, 0, 1));
|
||||
// Devotion?
|
||||
return MathHelper.Lerp(0, 100, severityFactor * distanceFactor);
|
||||
float severity = AIObjectiveExtinguishFires.GetFireSeverity(targetHull);
|
||||
float severityFactor = MathHelper.Lerp(0, 1, severity / 100);
|
||||
float devotion = Math.Max(Priority, 10) / 100;
|
||||
return MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + severityFactor * distanceFactor, 0, 1));
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
|
||||
@@ -1,71 +1,42 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.Extensions;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
// TODO: use objective loop and sort the targets by severity
|
||||
class AIObjectiveExtinguishFires : AIObjective
|
||||
class AIObjectiveExtinguishFires : AIObjectiveLoop<Hull>
|
||||
{
|
||||
public override string DebugTag => "extinguish fires";
|
||||
public override bool ForceRun => true;
|
||||
public override bool KeepDivingGearOn => true;
|
||||
|
||||
private Dictionary<Hull, AIObjectiveExtinguishFire> extinguishObjectives = new Dictionary<Hull, AIObjectiveExtinguishFire>();
|
||||
|
||||
public AIObjectiveExtinguishFires(Character character, float priorityModifier = 1) : base(character, "", priorityModifier) { }
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
protected override void FindTargets()
|
||||
{
|
||||
if (character.Submarine == null) { return 0; }
|
||||
float referenceSize = 100;
|
||||
// If the fire sources of inside a hull are half the reference size in total(e.g.), the severity for that hull should be 50.
|
||||
// The severity values for all hulls are added together. So three hulls with 50 severity, would be 150 in total.
|
||||
// Thus the max priority of 100 is reached when one hull has firesources of size 100 in width, if the priority modifier is 1.
|
||||
float severity = character.Submarine.GetHulls(true).Sum(h => h.FireSources.Sum(fs => fs.Size.X) / referenceSize * 100);
|
||||
if (severity < 1) { return 0; }
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
return AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
float basePriority = MathHelper.Clamp(Priority, 0, 10);
|
||||
return MathHelper.Clamp(basePriority + severity * PriorityModifier, 0, 99);
|
||||
}
|
||||
|
||||
public override bool IsCompleted() => false;
|
||||
public override bool CanBeCompleted => true;
|
||||
|
||||
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
return otherObjective is AIObjectiveExtinguishFires;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
SyncRemovedObjectives(extinguishObjectives, Hull.hullList);
|
||||
if (character.Submarine == null) { return; }
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
if (hull.FireSources.None()) { continue; }
|
||||
if (hull.Submarine == null) { continue; }
|
||||
if (hull.Submarine.TeamID != character.TeamID) { continue; }
|
||||
// If the character is inside, only take connected hulls into account.
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
|
||||
if (!extinguishObjectives.TryGetValue(hull, out AIObjectiveExtinguishFire objective))
|
||||
{
|
||||
objective = new AIObjectiveExtinguishFire(character, hull);
|
||||
extinguishObjectives.Add(hull, objective);
|
||||
AddSubObjective(objective);
|
||||
}
|
||||
}
|
||||
if (extinguishObjectives.None())
|
||||
base.FindTargets();
|
||||
if (targets.None())
|
||||
{
|
||||
character?.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire", 30.0f);
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool Filter(Hull target)
|
||||
{
|
||||
if (target.FireSources.None()) { return false; }
|
||||
if (target.Submarine == null) { return false; }
|
||||
if (target.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target, true)) { return false; }
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override float TargetEvaluation() => (HumanAIController.ObjectiveManager.CurrentObjective == this || HumanAIController.ObjectiveManager.CurrentOrder == this) ? 100 : targets.Sum(t => GetFireSeverity(t));
|
||||
|
||||
public static float GetFireSeverity(Hull hull) => hull.FireSources.Sum(fs => fs.Size.X);
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveExtinguishFires;
|
||||
protected override IEnumerable<Hull> GetList() => Hull.hullList;
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Hull target) => new AIObjectiveExtinguishFire(character, target, PriorityModifier);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -39,9 +39,13 @@ namespace Barotrauma
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (leak.Open == 0.0f) { return 0.0f; }
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
|
||||
float dist = Math.Abs(character.WorldPosition.X - leak.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - leak.WorldPosition.Y) * 2.0f;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 10000, dist));
|
||||
float severity = AIObjectiveFixLeaks.GetLeakSeverity(leak);
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1), 90);
|
||||
return MathHelper.Clamp(Priority + severity * PriorityModifier, 0, max);
|
||||
float max = Math.Min((AIObjectiveManager.OrderPriority - 1), 90);
|
||||
float devotion = Math.Min(Priority, 10) / 100;
|
||||
return MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + severity * distanceFactor * PriorityModifier, 0, 1));
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
|
||||
@@ -17,29 +17,21 @@ namespace Barotrauma
|
||||
protected override void FindTargets()
|
||||
{
|
||||
base.FindTargets();
|
||||
targets.Sort((x, y) => GetLeakFixPriority(y).CompareTo(GetLeakFixPriority(x)));
|
||||
// Sorting should be handled by the objective manager, because the targets should be subobjectives.
|
||||
//targets.Sort((x, y) => GetLeakFixPriority(y).CompareTo(GetLeakFixPriority(x)));
|
||||
// TODO: Add a dialog when no leaks are found.
|
||||
}
|
||||
|
||||
protected override bool Filter(Gap gap)
|
||||
{
|
||||
bool ignore = ignoreList.Contains(gap) || gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null);
|
||||
bool ignore = gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null);
|
||||
if (!ignore)
|
||||
{
|
||||
if (gap.Submarine == null) { ignore = true; }
|
||||
else if (gap.Submarine.TeamID != character.TeamID) { ignore = true; }
|
||||
else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(gap, true)) { ignore = true; }
|
||||
}
|
||||
return ignore;
|
||||
}
|
||||
|
||||
private float GetLeakFixPriority(Gap leak)
|
||||
{
|
||||
if (leak == null) { return 0; }
|
||||
float severity = GetLeakSeverity(leak);
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
|
||||
float dist = Math.Abs(character.WorldPosition.X - leak.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - leak.WorldPosition.Y) * 2.0f;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 10000, dist));
|
||||
return severity * distanceFactor;
|
||||
return !ignore;
|
||||
}
|
||||
|
||||
public static float GetLeakSeverity(Gap leak)
|
||||
@@ -54,6 +46,6 @@ namespace Barotrauma
|
||||
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;
|
||||
protected override float TargetEvaluation() => targets.Max(t => GetLeakSeverity(t));
|
||||
protected override IEnumerable<Gap> GetList() => Gap.GapList;
|
||||
protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character);
|
||||
protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character, PriorityModifier);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -91,7 +91,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (character.Submarine == null) { return 0; }
|
||||
if (targets.None()) { return 0; }
|
||||
float targetValue = MathHelper.Clamp(TargetEvaluation(), 0, 100);
|
||||
// Allow the target value to be more than 100.
|
||||
float targetValue = TargetEvaluation();
|
||||
// If the target value is less than 1% of the max value, let's just treat it as zero.
|
||||
if (targetValue < 1) { return 0; }
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
@@ -100,7 +101,7 @@ namespace Barotrauma
|
||||
}
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
|
||||
float devotion = MathHelper.Min(10, Priority);
|
||||
float value = MathHelper.Min((devotion + targetValue * PriorityModifier) / 100, 1);
|
||||
float value = MathHelper.Clamp((devotion + targetValue * PriorityModifier) / 100, 0, 1);
|
||||
return MathHelper.Lerp(0, max, value);
|
||||
}
|
||||
|
||||
@@ -115,8 +116,8 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (T item in GetList())
|
||||
{
|
||||
if (Filter(item)) { continue; }
|
||||
if (!targets.Contains(item))
|
||||
if (!Filter(item)) { continue; }
|
||||
if (!ignoreList.Contains(item) && !targets.Contains(item))
|
||||
{
|
||||
targets.Add(item);
|
||||
}
|
||||
@@ -141,10 +142,6 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
protected abstract IEnumerable<T> GetList();
|
||||
|
||||
/// <summary>
|
||||
/// 0 to 100.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected abstract float TargetEvaluation();
|
||||
|
||||
protected abstract AIObjective ObjectiveConstructor(T target);
|
||||
|
||||
@@ -22,36 +22,26 @@ namespace Barotrauma
|
||||
protected override void FindTargets()
|
||||
{
|
||||
if (option == null) { return; }
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.HasTag("ballast")) { continue; }
|
||||
if (item.Submarine == null) { continue; }
|
||||
if (item.Submarine.TeamID != character.TeamID) { continue; }
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
|
||||
var pump = item.GetComponent<Pump>();
|
||||
if (pump != null)
|
||||
{
|
||||
if (!ignoreList.Contains(pump))
|
||||
{
|
||||
if (option == "stoppumping")
|
||||
{
|
||||
if (!pump.IsActive || pump.FlowPercentage == 0.0f) { continue; }
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!pump.Item.InWater) { continue; }
|
||||
if (pump.IsActive && pump.FlowPercentage <= -90.0f) { continue; }
|
||||
}
|
||||
if (!targets.Contains(pump))
|
||||
{
|
||||
targets.Add(pump);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
base.FindTargets();
|
||||
}
|
||||
|
||||
protected override bool Filter(Pump pump) => true;
|
||||
protected override bool Filter(Pump pump)
|
||||
{
|
||||
if (pump.Item.HasTag("ballast")) { return false; }
|
||||
if (pump.Item.Submarine == null) { return false; }
|
||||
if (pump.Item.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(pump.Item, true)) { return false; }
|
||||
if (option == "stoppumping")
|
||||
{
|
||||
if (!pump.IsActive || pump.FlowPercentage == 0.0f) { return false; }
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!pump.Item.InWater) { return false; }
|
||||
if (pump.IsActive && pump.FlowPercentage <= -90.0f) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
protected override IEnumerable<Pump> GetList() => pumpList;
|
||||
protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, Option, false) { IsLoop = true };
|
||||
protected override float TargetEvaluation() => targets.Max(t => MathHelper.Lerp(100, 0, t.CurrFlow / t.MaxFlow));
|
||||
|
||||
@@ -36,9 +36,9 @@ namespace Barotrauma
|
||||
float damagePriority = MathHelper.Lerp(1, 0, Item.Condition / Item.MaxCondition);
|
||||
float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
|
||||
float isSelected = character.SelectedConstruction == Item ? 50 : 0;
|
||||
float devotion = Math.Max(Priority + isSelected, 1);
|
||||
float devotion = (Math.Min(Priority, 10) + isSelected) / 100;
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
|
||||
return MathHelper.Clamp(devotion * damagePriority * distanceFactor * successFactor * PriorityModifier, 0, max);
|
||||
return MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + damagePriority * distanceFactor * successFactor * PriorityModifier, 0, 1));
|
||||
}
|
||||
|
||||
public override bool CanBeCompleted => !abandon;
|
||||
|
||||
@@ -38,7 +38,7 @@ namespace Barotrauma
|
||||
|
||||
protected override bool Filter(Item item)
|
||||
{
|
||||
bool ignore = ignoreList.Contains(item) || item.IsFullCondition;
|
||||
bool ignore = item.IsFullCondition;
|
||||
if (!ignore)
|
||||
{
|
||||
if (item.Submarine == null) { ignore = true; }
|
||||
@@ -64,11 +64,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
return ignore;
|
||||
return !ignore;
|
||||
}
|
||||
|
||||
protected override float TargetEvaluation() => targets.Max(t => 100 - t.ConditionPercentage);
|
||||
protected override IEnumerable<Item> GetList() => Item.ItemList;
|
||||
protected override AIObjective ObjectiveConstructor(Item item) => new AIObjectiveRepairItem(character, item);
|
||||
protected override AIObjective ObjectiveConstructor(Item item) => new AIObjectiveRepairItem(character, item, PriorityModifier);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2714,6 +2714,10 @@ namespace Barotrauma
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
@@ -562,6 +562,19 @@ namespace Barotrauma.Items.Components
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void OnItemLoaded()
|
||||
{
|
||||
sonar = item.GetComponent<Sonar>();
|
||||
}
|
||||
|
||||
public override bool Select(Character character)
|
||||
{
|
||||
if (!CanBeSelected) return false;
|
||||
|
||||
user = character;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
networkUpdateTimer -= deltaTime;
|
||||
|
||||
@@ -1196,6 +1196,10 @@ namespace Barotrauma
|
||||
{
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
}
|
||||
if (!broken)
|
||||
{
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
}
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
|
||||
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
|
||||
|
||||
@@ -24,8 +24,6 @@ namespace Barotrauma
|
||||
|
||||
private bool removed;
|
||||
|
||||
private bool removed;
|
||||
|
||||
#if CLIENT
|
||||
private List<Decal> burnDecals = new List<Decal>();
|
||||
#endif
|
||||
|
||||
@@ -641,6 +641,25 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public string DisplayName
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private string roomName;
|
||||
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||
public string RoomName
|
||||
{
|
||||
get { return roomName; }
|
||||
set
|
||||
{
|
||||
if (roomName == value) { return; }
|
||||
roomName = value;
|
||||
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
|
||||
}
|
||||
}
|
||||
|
||||
public override Rectangle Rect
|
||||
{
|
||||
get
|
||||
|
||||
@@ -162,6 +162,21 @@ namespace Barotrauma
|
||||
get { return binding; }
|
||||
}
|
||||
|
||||
public void SetState()
|
||||
{
|
||||
hit = binding.IsHit();
|
||||
if (hit) hitQueue = true;
|
||||
|
||||
held = binding.IsDown();
|
||||
if (held) heldQueue = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
public KeyOrMouse State
|
||||
{
|
||||
get { return binding; }
|
||||
}
|
||||
|
||||
public void SetState()
|
||||
{
|
||||
hit = binding.IsHit();
|
||||
|
||||
Reference in New Issue
Block a user